Chi is a power origin seeking to master the universe from the inside out - by mastering the self one gains power over the universe. It is introspective and requires meditation and concentration. The greatest power of Chi is always over your own body, often focused into stupefying martial arts maneuvers.

Alternate Names: Ki, Breath Control, Martial Arts, Centering

Associations

Chi Cantrips

Basic Action

Chi allows great body control and awareness. It can be used to allow normally impossible body control, such as contortion, immobile levitation, suspended body functions, controlling normal body functions such as hair growth and skin pigmentation, ignoring hunger and thirst, and overcoming common cold and the frailties of age. It also allows an awareness of the body posture of others, giving insights into their powers, particularly Melee and Chi powers.

Deep Meditation

Limit Break

You can enter a deep meditative trance where you analyze a problem or question, seeing it from all angles at once. While in a trance you cannot move but still perceive your surroundings. You can end the trance at any time. Deep Meditation primarily helps with questions of motivation, morality, and ethics - both your own and those of others. Range is not a factor.
To gain information this way you make an opposed check against the targets' Recon. You gain valuable information based on the outcome of this roll; if the outcome matches the target's Mind you gain clear and important insights into the target's activities. On a failed roll, you learn obvious details and trivia; if the negative Outcome matches your Mind you learn misleading information or the target notices your spying.

Disciple

Inherent & Stance

You have a companion, a HenchmanExtra with a maximum skill equal to your Charm who looks out for your interest and will accompany you on adventures. Disciples are usually students, but some can be animals or even monsters. Their role is somewhere between a friend, student, and servant.
You can communicate with your disciple regardless of language barriers. You can change disciples over time. This part of the power is Inherent.

By activating the stance, you can give your disciple access to up to three powers or one schtick that you know.

Display of Prowess

Finisher

You gain insight into your opponent's personality, motivations, and goals. You also help your opponent to realize these things and gain insight into what is really important. You can play on these insights to gain a hold on your former opponent, either by offering support and gaining their friendship, or by using your insight to manipulate and control them.

Make an opposed Charm roll, on a success the target reacts as if you achieved a Setback on a social stunt. On an outcome matching his Mind he is overawed by your prowess and fall under your sway; any later successful social interaction you make against him is an automatic Setback. If the target tries to break your hold on him, this effect is treated like a Curse.

Focus of the Soul

Finisher

You can find the focus of another person's soul, the central dilemma or struggle defining their life at the moment. You can use this insight to influence them and possibly help them resolve the dilemma and grow. For the rest of the adventure, you gain the following benefits towards the target.

Any successful interaction you use against the target causes a Setback.

You can use a Trigger Action to cause any action the target takes to suffer a -5 penalty.

This can also allow you to advice and guide the target on how to resolve the dilemma, based on your own wisdom, discretion, and teachings. If done in good faith this is often a help, but there is no guarantee of success.

While you can use this on voluntary targets, it only works on allies when there is a concrete issue for you to help them with.

Grasshopper

Stance

You are merely a student of Chi, not a master, and you know this fact all too well. But your master's teachings gives you resolve and power.

You need a master or trainer to use this power. By activating the stance, you gain the use of two powers or schticks your master knows.

Lessons of Nature

Inherent

When you are faced with a physical obstacle or dilemma, you can look inside yourself for the perseverance to succeed. You can use your observations of events mundane and dramatic to help you overcome physical challenges (such as a chasm too wide to leap, a door too heavy to open, or a stone to big to smash) or practical problem (the solution to any Create task).

Use this when you fail at such a task. Each scene, you accumulate perseverance to overcome your problem. This means that when you return you get a cumulative +1 bonus on any skill roll needed and on any Attribute used for the task for each scene that has passed in the current session plus one more per session on the current scenario since you took up this task (max +3). Giving up the task or finishing the adventure that gives the task means you have to start over, and you can only focus on one task at a time this way.

In some cases, the GM can make the bonus conditional on events or observations you make or even make the task into a role-playing one, making success automatic once you gain certain insights.

Adaptive Resistance

Basic Action

Select a Damage Type you took damage from this scene. Add your Mind to your soak attribute against this type of damage for the rest of the scene. You can only resist one type of damage at a time using this power.

Centering Defense

Trigger Action (Defense)

The perfect man is like a fortress, able to defend against all sorts of attack at once.

You get a +3 bonus to all skills used as defensive values for the current shot.

Ki Block

Trigger Action (Defense)

Until the end of the round or until you take your next basic action or limit break, you gain a Dodge bonus of +3.

Psychic Resistance

Chi Duel

Basic Action

You lock eyes with another creature to initiate a psychic contact with another character within Mind meters.
This plays out entirely in your two minds.
The two of you engage in a single round of interaction. You can use any powers, equipment, or other features normally. The target intuitively understands how this works.

This combat never really happens and takes up no time; it is merely a what-if scenario to display your relative strengths. The rest of the world is there for the encounter, and can be interacted with normally, but takes no actions. Anything used or altered in this round is not used or altered in the real world.

Once the one round is over, the link goes down and you are each left to your own devices, as you were before the chi duel.

Reaching Grasp

Trigger Action (Combo)

Use this after you have scored a Melee hit on an opponent. The minimum difficulty of any teleport powers the target tries to use for the rest of the scene is equal to your Impress, and you can use an Active Defense if you are aware of the attempt.

Resist Powers

Trigger Action (Defense)

Whenever a power is successfully cast against you, make an opposed Mind roll. If you make it, the power fails to affect you.

This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.

Winner Takes All

Finisher

You steal the True Name of a defeated or helpless creature. You learn the target's True Name. You can choose not to inflict any Hits on the target with the triggering attack, hoping to control it an use it in the current fight instead.

Analyze Chi

Basic Action

You understand powers at a distance. You learn what power it is, who used it, when, to what effect, and an approximate power level.

You can analyze the properties of any power you see or otherwise sense within Know meters. When you see someone fighting, you can use this to learn what powers they have, even ones they are not currently using, with Know roll against whatever skill governs that power.

Even powers that have ended leave a signature that can be analyzed, though the impressions fade; after the end of the scene, it is no longer possible to determine who used the power and its exact effect. The signature fades completely in a matter of days or weeks, stronger and more dramatic events leaving stronger impressions.

This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.

Bond of Death

Finisher

You attune yourself to the life energy of your target. By violently breaking this bond, you can cause the target great harm. Breaking the bond is a Basic Action for you and allows a Know roll with a difficulty of his Body. Add the number of days since you established the bond to the difficulty. If this roll succeeds, the target is grievously injured, suffering a Mortal Wound.

Centering Breath

Chi Medicine

You can restore 3 hits, remove one penalty, negate all active advantages, or give 3 new shots (maximum = current shot) to an adjacent ally.

Disrupt Chi

Limit Break

Age ofEffect

Minimum Difficulty

One Day

12

One Week

14

One Month

16

One year

18

A decade

20

A century

22

A millennium

24

Ten millennia

26

You can end the effects of other powers. You can only dispel powers you know of (though a vague description, such as "whatever is making Bert turn green" is ok). You can try to dispel a single Finisher, Limit Break, or any power that has been in effect for a week or more, or you can try to dispel all powers except those mentioned above on one creature or in an area with a diameter equal to your Mind. When dispelling several powers at once, you can choose to ignore some of them as long as you know of each power you want to make an exception for.

A power that has been dispelled cannot be used again by that creature in this scene, and another creature that tries to use the same power in the same general area must match your Know with the stunt the power is used with, or it fails.

This will not negate a Curse, but will tell you how to defeat the curse if the roll is successful.

Inherent powers cannot be dispelled.

The difficulty is the skill of the most skilled creature involved in making the effect. Effects that have been around a long time are harder to dispel: see the table. Use the highest relevant difficulty.

You can negate any power affecting you or an adjacent creature.

This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.

Pressure Points

Trigger Action (Combo)

Use this after you have scored a Melee hit on an opponent. Make an opposed Know roll; on a success the target loses 3 shots.

Shadowfist

This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.

Bodily Harmony

Basic Action

You can overcome the limitations of your mind trough yoga, bodily harmony becoming universal harmony. Once, before the end of the round, when you use another power, you can base any roll or stunt using that power on your Maneuver instead of whatever skill the power would normally be based on. Effectively you are spending extra time in order to substitute what skill is used.

This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.

Combination Stance

Stance

A Chi practitioner has trained combinations of stances that he can swiftly switch between.

First, all currently active stances you are using end. Then select up to three stances that you know when you use this power. These three stances activate, just as if you had spent shots to activate each of them.

Power Imitation

Basic Action

Make an opposed Maneuver check against a creature adjacent to you and that you have seen using a power in this scene. If successful, you can use that same power for the rest of the scene. You can only imitate one power at a time in this way.

Self Focus

Inherent

You can use a Limit Break that affects only yourself, even when you are not focused. This only works in combat and action scenes; out of detailed time all limit break actions take their normal time.

Weight of the World

Stance

You become effectively weightless, trowing off the shackles of the material world. You can walk on any surface, no matter how thin.
This includes walking on liquids.
You can fly at your normal speed, but land at the end of each round.

Fists of Steel

Inner Eye

Inherent

You have learned to see trough the illusion of the world and perceive the true reality beyond. Your perception focuses on the chi of living creatures. You can "see" within Mind meters even in total darkness, blindfolded or when obscured by smoke, mist and similar hindrances. You can also sense the presence - but not precise location - of other power users in this area, and you can tell the difference between named and unnamed characters. It is still possible to Sneak on you - a sneaking character actively tries to conceal his aura, even if he does not realize it.

This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.

Internal Power

Inherent

All of your own powers that affects you cannot be detected at range. Powers that specifically look for other powers will fail unless the searcher is actually touching you. You can choose not to hide certain powers.

Suppress Aura

Inherent

You cannot be perceived by Scry powers unless your enemy beats your Maneuver with his Spot roll. You still cannot sneak in conditions you ordinarily couldn't, such as in plain sight, unless you have other powers or make appropriate stunts.

Path of Destiny

Inherent

You never become lost, intuitively sensing the path to your personal destiny. You are never too late, always arriving at the exact time your path requires. Tough your travels might seem aimless, you are on the golden road to your glorious doom. You might be a relentless quester or a fool drifting on the winds of fate, but you are never completely lost and never wander aimlessly. If you are wandering deep in the woods or wide-open desert it is because there is a meaningful task or lesson for you there. You might have to struggle to survive, as that might very well be the lesson. But boring and mundane travel for travel's sake is not an issue for you; the time you spend traveling is never wasted and distance is not an impediment when you are in search of adventure.

This power can take you anywhere your destiny lies, even to faraway or fantastical times and places, and you can lead a small band of companions there. Basically, this gives you an excuse to appear in an adventure regardless of how strange or ridiculous it might seem, being a more extreme variant of Drifer. It can also give the GM an excuse to make adventures in places and locations far outside the normal scope of the campaign, tough you have no control over this. Your destiny can be open or specific, and you can suggest adventures and places to the GM that you think your destiny ought to take you to. Generally, you can easily pass a source of supplies on your travels, but if the adventure is about lack of supplies, you are as badly pf as your team.

Ripples on the Pond

Limit Break

All allies who can see or hear you and are within Ride meters of you become focused. This can potentially allow them to perform a second Limit Break in the same round if they somehow get the opportunity for an extra action. Does nothing out of action scenes.

Chi Breath

Limit Break

You blast everyone in a cone; a triangle with you at one corner. You can control the exact dimensions of the cone when you create it, with some limitations.
The base of the triangle can be as wide as your Mind and both the other sides have the same length and can be as long as your Shoot. All measurements are in meters.
Damage is Mind +2, or more if you are using an Implement. Make a separate attack roll against each target, including friends and bystanders.

Chi Throw

Inherent

You can make a Ranged Attack - either the basic stunt or using some other stunt, schtick, or power. Damage is Body +2, or more if you are using an Implement to improve damage. You use chi to enhance a weapon with the trow ability to work as a ranged attack. The damage is Mind +2, but the type remains the same.

The Storm Reverses

Trigger Action

Use this after you've been missed of failed to be damaged by a Shoot Attack. You can return the attack against the attacker using your own attributes and Shoot, just as if you had just spent the action to use it. You cannot affect anyone except the original attacker, even if the reflected attack was originally an area attack or otherwise affected several targets.